Revive was a self-targeting Summoner spell that instantly respawned a dead champion at their home base and gives them a large speed boost that slowly decays over a set duration. Accordingly, this spell is usable only while the summoner's champion is dead.

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Strategy

When game pressures become tense, Revive's sudden burst of recovery from the grave could turn the tide of battle in all but hopeless situations. Similarly, this spike of champion presence was used to seize an opportunity that might otherwise be out of reach.

Revive's speed boost allowed players to quickly intercept any objective close to their home base, including an ongoing fight. This effect is even more prominent on smaller maps like Twisted Treeline, where even objectives on the opposing side of the map become easy to approach. Indeed, Revive's long-distance mobility as a summoner spell was rivaled only by Summoner Teleport.

In later game phases, longer death timers increased the impact of Revive even further. For example, if a late-game team fight ends with multiple players on both sides slain, a revived champion could attack objectives that the opposing team, now suffering from death recovery, can not defend or counterattack against.

Notes

Revive synergizes well with champions that have an 'on-death' effect such as Karthus and Kog'Maw.

Note that a champion under the effect of an on-death ability is considered alive until the ability ends; only after entering into death does Revive become usable.

Other movement speed and mobility effects could be combined with Revive, allowing players to traverse even greater distances with breakneck speed and initiative.

The boots enchantment Homeguard paired exceedingly well with Revive, as a revived player would almost always trigger Homeguard's otherwise uncommon condition - being at the summoner's platform.

Trivia

Revive was disabled on Summoner's Rift during the special Ultra Rapid Fire game mode in 2014, then disabled on the Crystal Scar with patch V4.7. It was however reenabled on Summoner's Rift shortly after.

At 9 minutes, Revive had the longest cooldown of any spell or ability in League of Legends.

This cooldown was one of the longest timed effects in the entirety of the game, second only to Baron Nashor's and Vilemaw's initial spawn timers of 20 and 10 minutes, respectively.